1480 Legalitas Sistem Monetisasi Lootbox Dalam

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1480 Legalitas Sistem Monetisasi Lootbox Dalam Muhammad Theo Rizki Putra & Ariawan Gunadi LEGALITAS SISTEM MONETISASI lootbox DALAM TRANSAKSI GAME ONLINE BERDASARKAN UNDANG-UNDANG NOMOR 11 TAHUN 2008 JO UNDANG-UNDANG NOMOR 19 TAHUN 2016 Volume 3 Nomor 1, Juli 2020 E-ISSN: 2655-7347 LEGALITAS SISTEM MONETISASI LOOTBOX DALAM TRANSAKSI GAME ONLINE BERDASARKAN UNDANG-UNDANG NOMOR 11 TAHUN 2008 JO UNDANG-UNDANG NOMOR 19 TAHUN 2016 Muhammad Theo Rizki Putra (Mahasiswa Program S1 Fakultas Hukum Universitas Tarumanagara) (e-mail: [email protected]) Dr. Ariawan Gunadi, S.H., M.H. (Corresponding Author) (Dosen Fakultas Hukum Universitas Tarumanagara. Meraih Sarjana Hukum pada Fakultas Hukum Universitas Tarumanagara, Magister Hukum pada Fakultas Hukum Universitas Tarumanagara, Doktor (Dr.) pada Fakultas Hukum Universitas Indonesia) (e-mail: [email protected]) Abstract The advancements in technologies of the current world has given birth to many new services for daily consumption and the general betterment of quality of life. These services can be in the form of recreational applications, also known as video games. One of the monetization system used by the video games industry is lootbox monetization system, a system where consumer can buy a lootbox containing of randomized virtual items using real money or other currencies and has raised concerns about the legality of such practices in the eyes of Indonesian laws. How is the legality of this lootbox monetization system according to Act 19 Year 2016 jo Act 11 Year 2008? How responsible is the goverment towards the negative influences and effects of lootbox monetization system? This journal is written using the normative research method. The research data shows that lootbox monetization system has inherent gambling elements and negative influences, but legally still in the grey area of the law. These gambling elements are illegal in the eyes of Indonesian laws and regulations The goverment has to conduct a legal research on lootbox monetization system, and to regulate such practices in Indonesia. Keywords: Legality, Monetization System, Online Transaction I. PENDAHULUAN A. Latar Belakang Perkembangan teknologi yang sangat pesat di dunia dewasa ini menyebabkan tidak dapat terhindarnya penggunaan berbagai hasil perkembangan teknologi dalam kehidupan sehari-hari. Salah satu hasil perkembangan teknologi tersebut adalah berbagai aplikasi digital atau elektronik yang dapat digunakan oleh banyak orang untuk berbagai jenis kegiatan, baik jasa maupun untuk rekreasi. Aplikasi digital atau elektronik untuk rekreasi yang lebih dikenal dengan nama video game, telah menjadi salah satu industri terbesar didunia 1480 Muhammad Theo Rizki Putra & Ariawan Gunadi LEGALITAS SISTEM MONETISASI lootbox DALAM TRANSAKSI GAME ONLINE BERDASARKAN UNDANG-UNDANG NOMOR 11 TAHUN 2008 JO UNDANG-UNDANG NOMOR 19 TAHUN 2016 Volume 3 Nomor 1, Juli 2020 E-ISSN: 2655-7347 yang menghasilkan banyak uang serta berpengaruh terhadap ekonomi negara dan juga dengan pemakaian atau konsumsi oleh konsumen yang berjumlah besar, tidak hanya dari kalangan anak maupun remaja, tetapi juga dewasa1. Video game sebagai aset dan produk oleh berbagai perusahaan menjadi sesuatu yang sangat didorong untuk menghasilkan lebih banyak pendapatan dari pasar yang sangat besar tersebut melalui berbagai sistem monetisasi yang dikembangkan di saat ini. Salah satu sistem monetisasi yang di praktekkan oleh industri video game adalah sistem monetisasi lootbox (atau lebih sering disebut sebagai Gacha secara informal di negara-negara Asia), yaitu suatu sistem dimana konsumen dapat membeli suatu benda yang sering dinamakan lootbox di dalam aplikasi menggunakan uang atau alat bayar lainnya, seperti in-game currency, yang dapat dibuka di dalam aplikasi untuk mendapatkan benda secara acak yang bernilai juga secara acak lebih rendah atau lebih tinggi dari nilai uang yang dibayarkan, sehingga hanya bergantung pada peruntungan belaka untuk konsumen mendapatkan benda yang diinginkan dengan menggunakan sistem ini. lootbox menjadi perhatian dari banyak pembuat regulasi dan pemerintah di dunia, di karenakan adanya unsur-unsur negatif serta dampak buruk terhadap konsumen, lootbox dikhawatirkan mengandung unsur perjudian serta berbagai macam aspek-aspek perjudian yang mendorong seseorang untuk terus menerus menggunakan sistem tersebut, sehingga lootbox dapat disebut sebagai suatu praktek predatory terhadap konsumen. Sistem lootbox juga secara desain disasarkan pada kalangan yang rentan terhadap aspek-aspek adiktif tersebut, yaitu anak dan orang-orang yang memiliki kecanduan terhadap perjudian2. 1Tom Wijman. “The Global Games Market Will Generate $152.1 Billion in 2019 as the U.S. Overtakes China as the Biggest Market”. https://www.newzoo.com, 21 September 2020 2 Nathan Lawrence. “The Troubling Psychology of Pay-to-Loot Systems”. https://www.ign.com, 21 September 2020 1481 Muhammad Theo Rizki Putra & Ariawan Gunadi LEGALITAS SISTEM MONETISASI lootbox DALAM TRANSAKSI GAME ONLINE BERDASARKAN UNDANG-UNDANG NOMOR 11 TAHUN 2008 JO UNDANG-UNDANG NOMOR 19 TAHUN 2016 Volume 3 Nomor 1, Juli 2020 E-ISSN: 2655-7347 Bahaya dan unsur-unsur negatif dari lootbox menjadi banyak perhatian, sehingga banyak negara telah melakukan penyelidikan dan keputusan maupun regulasi terhadap lootbox, diantaranya adalah pemerintah Tiongkok, Korea, dan Jepang, yang mewajibkan seluruh penyedia dan produsen video game yang menggunakan sistem monetisasi lootbox untuk menyediakan persentase kemungkinan mendapatkan seluruh benda yang bisa didapatkan di dalam lootbox sehingga mengurangi aspek acak dari lootbox dan memberikan kepastian kepada konsumen3. Pada April 2018, Otoritas Gaming Belanda (Dutch Gaming Authority) memberikan Legal Opinion bahwa lootbox telah melanggar hukum dan merupakan suatu tindakan perjudian, serta mewajibkan para game developer terkait untuk mengubah sistem lootbox yang ada didalam aplikasi milik produsen tersebut4. Tidak lama setelahnya, pada April 2018, Komisi Gaming Belgia (Belgian Gaming Commission) menyatakan beberapa video game yang menggunakan sistem lootbox merupakan permainan yang bergantung dengan peruntungan belaka dan dengan demikian harus tunduk kepada undang-undang perjudian Belgia. Komisi tersebut juga mewajibkan penghapusan sistem lootbox dengan ancaman pidana dan denda sebesar sampai dengan €800,000 (Delapan ratus ribu euro)5. Berbagai negara lain juga telah melakukan penyelidikan serta memberikan keputusan secara hukum, baik yang melarang maupun memperbolehkan sistem lootbox didalam negara tersebut serta juga memberikan peraturan-peraturan yang memadai untuk mengurangi aspek negatif dari sistem monetisasi lootbox. Sistem monetisasi lootbox juga dapat ditemukan di Indonesia, akan tetapi belum ada peraturan-peraturan hukum di Indonesia saat ini yang dapat menjelaskan kedudukan hukum maupun 3 Alyssa McAloon. “Online games will be required to disclose random loot box odds in China”. https://www.gamasutra.com. 21 September 2020 4Dutch Gaming Authority. “Study into loot boxes: A treasure or a burden?”. (Amsterdam, Netherlands, 10 April 2018). 5 Haydn Taylor. “Belgian Gaming Commission recommends criminal prosecution over illegal loot boxes”. https://www.gamesindustry.biz. 21 September 2020 1482 Muhammad Theo Rizki Putra & Ariawan Gunadi LEGALITAS SISTEM MONETISASI lootbox DALAM TRANSAKSI GAME ONLINE BERDASARKAN UNDANG-UNDANG NOMOR 11 TAHUN 2008 JO UNDANG-UNDANG NOMOR 19 TAHUN 2016 Volume 3 Nomor 1, Juli 2020 E-ISSN: 2655-7347 keabsahan praktek sistem monetisasi lootbox yang berlaku di Indonesia secara spesifik. Begitu juga belum adanya tindakan pemerintah dalam mengatur unsur-unsur negatif dari sistem monetisasi lootbox. Salah satu contoh isu hukum praktek sistem monetisasi lootbox yang ada di Indonesia adalah pasar perjudian dan penjualbelian hasil lootbox atau yang lebih sering disebut Real Money Trading, yang berdasarkan dari penjualan weapon skins atau hasil lootbox lainnya dari aplikasi game Counter Strike: Global Offensive atau CS:GO 6 . Bloomberg menyebutkan bahwa perputaran uang di lahan judi CS:GO mencapai US$2,3 miliar (sekitar Rp30 triliun) pada tahun 2015 dan terus berkembang, dengan jumlah pemain lebih dari tiga juta orang termasuk didalamnya warga Indonesia7. Selain aplikasi game CS:GO, ada banyak aplikasi-aplikasi lainnya yang diperjualbelikan di Indonesia yang menggunakan sistem monetisasi lootbox sehingga muncul banyak kekhawatiran atas aspek-aspek negatif dari lootbox terhadap warga Indonesia, khususnya pada anak dan golongan lainya yang lemah terhadap aspek adiktif transaksi lootbox. Pada tanggal 9 April 2019, Detik News memberitakan suatu peristiwa dimana seorang ibu menemukan bahwa anaknya telah kecanduan membeli in-game currencies yang kemudian digunakan untuk melakukan transaksi lootbox dalam berbagai aplikasi game online hingga menimbulkan kerugian berupa Rp 11.548.829,- (sebelas juta lima ratus ribu empat puluh delapan ribu delapan ratus dua puluh sembilan rupiah)8. Sistem monetisasi lootbox yang diberlakukan oleh beberapa produsen dalam Indonesia sendiri merupakan suatu transaksi elektronik dan tunduk pada Undang-Undang Nomor 11 Tahun 2008 Tentang Informasi dan Transaksi Elektronik jo Undang-Undang Nomor 19 Tahun 2016. Dalam 6 Ayyub Mustofa. “Bagaimana Perjudian Menggerogoti Dunia Esport dan Steam Marketplace”. https://id.techinasia.com. 21 September 2020 7 Joshua Brustein. “The boom in pro video gaming is fueled by $2.3 billion in online bets”. https://www.bloomberg.com. 21 September 2020 8 Indah Mutiara Kami. “Pelajaran buat Ortu! Cerita Ibu Kaget Tagihan Game Online Anak Rp 11
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